Triggered explotions
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- CJ Worshipper
- Posts: 383
- Joined: December 16th, 2005, 6:38 pm
Triggered explotions
So this is what i want. For example: You walking in a room and sudenly the ceiling collapse and fall down by a mortar ore somthing. After the explosion you have a hole in the roof and you have the broken roof on the ground with some nice fire. Another example. Youre walking trough a hallway and on both sides on the wall runs some pipe with bezin ore gas. And when you walk trough the trigger: Boom and the pipe is broken and some fire
Is this possible to do? And how? Im sure drofder know's a way
Thanks for reading this.
Is this possible to do? And how? Im sure drofder know's a way
Thanks for reading this.
You could hide and show the broken/unbroken parts when the trigger is used, and have an effect played at the same time.
Something like this
Something like this
Code: Select all
brokenparts hide();
trig waittill ("trigger");
playfx(level._effect["your effect"], (0, 0, 0));//add your coords
unbrokenparts hide();
brokenparts show();
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- CJ Worshipper
- Posts: 383
- Joined: December 16th, 2005, 6:38 pm
the trigger for walking through would of course be trigger_touch
and you might want to consider building the normal part first, then copying and pasting that whole part, then with that new part selected hide it. Then make the still visible part broken and rename it. This will give you the original to work with as well as less confusing mapping going on while you make it.
and you might want to consider building the normal part first, then copying and pasting that whole part, then with that new part selected hide it. Then make the still visible part broken and rename it. This will give you the original to work with as well as less confusing mapping going on while you make it.
"Zaitsev is a cunt." - Pedsdude
-
- CJ Worshipper
- Posts: 383
- Joined: December 16th, 2005, 6:38 pm
-
- CJ Worshipper
- Posts: 383
- Joined: December 16th, 2005, 6:38 pm
-
- CJ Worshipper
- Posts: 383
- Joined: December 16th, 2005, 6:38 pm
Hmm tested it and i get this error: uninitialised varible 'explosion_trig)
explosion_trig waittill ("trigger",user);
GSC
explosion_trig waittill ("trigger",user);
GSC
Code: Select all
main()
{
maps\_load::main();
thread explosion();
}
explosion()
{
roof = getent ("roof","targetname");
brokenroof = getent ("brokenroof","targetname");
explotion_trig = getent ("explosion_trig","targetname");
while (1)
{
brokenroof hide();
brokenroof notsolid();
explosion_trig waittill ("trigger",user);
roof hide();
roof notsolid();
brokenroof show();
brokenroof solid();
}
}
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- CJ Worshipper
- Posts: 492
- Joined: July 6th, 2006, 11:37 pm
- Location: The Netherlands
- Contact:
main()
{
maps\_load::main();
thread explosion();
}
explosion()
{
roof = getent ("roof","targetname");
brokenroof = getent ("brokenroof","targetname");
explotion_trig = getent ("explosion_trig","targetname");
while (1)
{
brokenroof hide();
brokenroof notsolid();
explosion_trig waittill ("trigger",user);
roof hide();
roof notsolid();
brokenroof show();
brokenroof solid();
}
}
make the roof: 'delete' instead hide, this will remove it permanently [till map restarts] from the game
replace 't' with 's'
{
maps\_load::main();
thread explosion();
}
explosion()
{
roof = getent ("roof","targetname");
brokenroof = getent ("brokenroof","targetname");
explotion_trig = getent ("explosion_trig","targetname");
while (1)
{
brokenroof hide();
brokenroof notsolid();
explosion_trig waittill ("trigger",user);
roof hide();
roof notsolid();
brokenroof show();
brokenroof solid();
}
}
make the roof: 'delete' instead hide, this will remove it permanently [till map restarts] from the game
replace 't' with 's'
Cod 1 Mapper&Modder&Moddeler
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- CJ Worshipper
- Posts: 383
- Joined: December 16th, 2005, 6:38 pm
I told him to put the brokenroof hide(); and brokenroof notsolid(); above the while(1) and he said that worked.
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